Version: 2022.2
LanguageEnglish
  • C#

Camera.ScreenToWorldPoint

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Declaration

public Vector3 ScreenToWorldPoint(Vector3 position);

Declaration

public Vector3 ScreenToWorldPoint(Vector3 position, Camera.MonoOrStereoscopicEye eye);

Parameters

position A screen space position (often mouse x, y), plus a z position for depth (for example, a camera clipping plane).
eye By default, Camera.MonoOrStereoscopicEye.Mono. Can be set to Camera.MonoOrStereoscopicEye.Left or Camera.MonoOrStereoscopicEye.Right for use in stereoscopic rendering (e.g., for VR).

Returns

Vector3 The worldspace point created by converting the screen space point at the provided distance z from the camera plane.

Description

Transforms a point from screen space into world space, where world space is defined as the coordinate system at the very top of your game's hierarchy.

World space coordinates can still be calculated even when provided as an off-screen coordinate, for example for instantiating an off-screen object near a specific corner of the screen.

Screenspace is defined in pixels. The bottom-left of the screen is (0,0); the right-top is (pixelWidth,pixelHeight). The z position is in world units from the camera.

// Convert the 2D position of the mouse into a
// 3D position.  Display these on the game window.

using UnityEngine;

public class ExampleClass : MonoBehaviour { private Camera cam;

void Start() { cam = Camera.main; }

void OnGUI() { Vector3 point = new Vector3(); Event currentEvent = Event.current; Vector2 mousePos = new Vector2();

// Get the mouse position from Event. // Note that the y position from Event is inverted. mousePos.x = currentEvent.mousePosition.x; mousePos.y = cam.pixelHeight - currentEvent.mousePosition.y;

point = cam.ScreenToWorldPoint(new Vector3(mousePos.x, mousePos.y, cam.nearClipPlane));

GUILayout.BeginArea(new Rect(20, 20, 250, 120)); GUILayout.Label("Screen pixels: " + cam.pixelWidth + ":" + cam.pixelHeight); GUILayout.Label("Mouse position: " + mousePos); GUILayout.Label("World position: " + point.ToString("F3")); GUILayout.EndArea(); } }